/*
 * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
 * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu)
 *
 * Copying, distribution and use of this software in source and binary
 * forms, with or without modification, is permitted provided that the
 * following conditions are met:
 *
 * Distributions of source code must reproduce the copyright notice,
 * this list of conditions and the following disclaimer in the source
 * code header files; and Distributions of binary code must reproduce
 * the copyright notice, this list of conditions and the following
 * disclaimer in the documentation, Read me file, license file and/or
 * other materials provided with the software distribution.
 *
 * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
 * holder may not be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
 * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
 * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
 * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
 * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
 * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
 * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
 * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
 * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
 * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
 * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
 * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
 * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
 * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
 * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
 * WARRANTY OF FITNESS FOR SUCH USES.
 */

package org.gephi.lib.gleem.linalg;

/**
 * 4-element single-precision vector
 */

public class Vec4f {
    private float x;
    private float y;
    private float z;
    private float w;

    public Vec4f() {
    }

    public Vec4f(Vec4f arg) {
        set(arg);
    }

    public Vec4f(float x, float y, float z, float w) {
        set(x, y, z, w);
    }

    public Vec4f copy() {
        return new Vec4f(this);
    }

    public void set(Vec4f arg) {
        set(arg.x, arg.y, arg.z, arg.w);
    }

    public void set(float x, float y, float z, float w) {
        this.x = x;
        this.y = y;
        this.z = z;
        this.w = w;
    }

    /**
     * Sets the ith component, 0 &lt;= i &lt; 4
     */
    public void set(int i, float val) {
        switch (i) {
            case 0:
                x = val;
                break;
            case 1:
                y = val;
                break;
            case 2:
                z = val;
                break;
            case 3:
                w = val;
                break;
            default:
                throw new IndexOutOfBoundsException();
        }
    }

    /**
     * Gets the ith component, 0 &lt;= i &lt; 4
     */
    public float get(int i) {
        switch (i) {
            case 0:
                return x;
            case 1:
                return y;
            case 2:
                return z;
            case 3:
                return w;
            default:
                throw new IndexOutOfBoundsException();
        }
    }

    public float x() {
        return x;
    }

    public float y() {
        return y;
    }

    public float z() {
        return z;
    }

    public float w() {
        return w;
    }

    public void setX(float x) {
        this.x = x;
    }

    public void setY(float y) {
        this.y = y;
    }

    public void setZ(float z) {
        this.z = z;
    }

    public void setW(float w) {
        this.w = w;
    }

    public float dot(Vec4f arg) {
        return x * arg.x + y * arg.y + z * arg.z + w * arg.w;
    }

    public float length() {
        return (float) Math.sqrt(lengthSquared());
    }

    public float lengthSquared() {
        return this.dot(this);
    }

    public void normalize() {
        float len = length();
        if (len == 0.0f) {
            return;
        }
        scale(1.0f / len);
    }

    /**
     * Returns this * val; creates new vector
     */
    public Vec4f times(float val) {
        Vec4f tmp = new Vec4f(this);
        tmp.scale(val);
        return tmp;
    }

    /**
     * this = this * val
     */
    public void scale(float val) {
        x *= val;
        y *= val;
        z *= val;
        w *= val;
    }

    /**
     * Returns this + arg; creates new vector
     */
    public Vec4f plus(Vec4f arg) {
        Vec4f tmp = new Vec4f();
        tmp.add(this, arg);
        return tmp;
    }

    /**
     * this = this + b
     */
    public void add(Vec4f b) {
        add(this, b);
    }

    /**
     * this = a + b
     */
    public void add(Vec4f a, Vec4f b) {
        x = a.x + b.x;
        y = a.y + b.y;
        z = a.z + b.z;
        w = a.w + b.w;
    }

    /**
     * Returns this + s * arg; creates new vector
     */
    public Vec4f addScaled(float s, Vec4f arg) {
        Vec4f tmp = new Vec4f();
        tmp.addScaled(this, s, arg);
        return tmp;
    }

    /**
     * this = a + s * b
     */
    public void addScaled(Vec4f a, float s, Vec4f b) {
        x = a.x + s * b.x;
        y = a.y + s * b.y;
        z = a.z + s * b.z;
        w = a.w + s * b.w;
    }

    /**
     * Returns this - arg; creates new vector
     */
    public Vec4f minus(Vec4f arg) {
        Vec4f tmp = new Vec4f();
        tmp.sub(this, arg);
        return tmp;
    }

    /**
     * this = this - b
     */
    public void sub(Vec4f b) {
        sub(this, b);
    }

    /**
     * this = a - b
     */
    public void sub(Vec4f a, Vec4f b) {
        x = a.x - b.x;
        y = a.y - b.y;
        z = a.z - b.z;
        w = a.w - b.w;
    }

    /**
     * Sets each component of this vector to the product of the
     * component with the corresponding component of the argument
     * vector.
     */
    public void componentMul(Vec4f arg) {
        x *= arg.x;
        y *= arg.y;
        z *= arg.z;
        w *= arg.w;
    }

    public Vecf toVecf() {
        Vecf out = new Vecf(4);
        for (int i = 0; i < 4; i++) {
            out.set(i, get(i));
        }
        return out;
    }

    @Override
    public String toString() {
        return "(" + x + ", " + y + ", " + z + ")";
    }
}
